Walking speed while blocking on spikes?
Why do we walk so slow while blocking on spikes? When i walk into a long trap and couldn't get out in time, I find it useless to shield block cos its almost guaranteed to get hurt.. Even if my shield could take 3 hits or more im not able to get out as my walking speed is almost zero! -.- just keep seeing the blocked animation.. Its also annoying when u are in a poison room and bash the enemy into the poison spikes where u see them drop nice material but you couldn't get it without getting poisoned.. or at least make the material magnetize to you when you get close(same as coins and heats). so far ive not seen anyone getting out unhurt =/
It makes more sense to me be the other way round when you run across it without shield block u get hurt and slowed down causing u to get more dmg but when you use shield block you should be able to run through with the shield block animation at the same time? What do you think?

I agree with Dirt.
Also, I think enemies should get hurt from spikes as well.
They used to. It was taken out since it made everything too easy.
Round 3 of an Arena wouldn't be a test of combat skill, just a test of "Can you walk in a circle for a minute or two?"
It already is if you use bombs. Just saying.
This could be circumvented by enemies not being stupid. Also, by being jellies and robots, since they take less damage from piercing.
The spikes are probably my most hated aspect of the gameplay ATM. They take too much time and they are trivially easy to dodge otherwise.
"It already is if you use bombs. Just saying."
Which is why I use Volcanic Demo armor. :D Explosives solve everything.
The last wave is still tricky though, with two menders to try and pick off in the middle of a huge crowd-- and healing away the damage almost as fast as I can deal it if I tried to just brute-force my way through it. 'Course, times like these are what teammates are for.
Okay, back on topic.
Let's say enemies refused to walk over spikes. Gunslingers would suddenly be at an advantage and--
...Wait, that's... now that I think of it, that's actually a good thing, considering Gunslingers are at a rather noticeable disadvantage almost everywhere else.
Still not 100% for it though: it'd be even EASIER to bomb away your foes when you can plant a bomb behind an active spike trap, let them walk towards it when the spikes retract, and your blast throws them clear, whereupon the reactivating spike trap blocks them from coming back towards you while you prepare the next bomb. Charging a bomb is supposed to be, y'know, risky.
It's just recoil from being hit, same as if an enemy hit you. Honestly I think it would make more sense if spikes were unblockable.